Note: This video doesn't contain my recent projects.
Breakdown
Part 1 - Real-time reflections and refractions. This was my final project for the GPU Programming and Architecture class that I took in Spring 2012. The main approach is to use deferred rendering to capture scene information like positions, normals, colors, and other material information and then perform ray-tracing over that data in screen space. This technique works well because it is independent of scene complexity. I have a slightly improved version of the technique in the more recent game engine video.
More info: http://ianlilleycis565.blogspot.com/
Code: https://github.com/IanLilleyT/Real-Time-Reflections-OpenGL
Part 2 - Denting and deformations. This was a two-person project for Physically-Based Animation from Spring 2012. We created an extension to the Bullet Physics library that allows for fast deformations of objects. This technique would be great in a game that has interactive destruction and deformation of environments.
Code: https://github.com/sebby64/Plasticity
Part 3 - Jello simulation. This was another project from the Physically-Based Animation class. The jello is a mass-spring system that uses RK4 integration (http://en.wikipedia.org/wiki/Runge%E2%80%93Kutta_methods).
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